Signal Flare (BTD6): Difference between revisions
Qwertyxp2000 (talk | contribs) →Strategy: chomchom's deadly precision 2026 video shows that he used signal flare 013 and got away with it when only used to decamo ddts (you still need 023 for other use cases like just general decamo reliability, but specifically against ddts then 013 is fine): https://www.youtube.com/watch?v=TfKoRzcLUZM |
Planterror (talk | contribs) →Strategy: you can decamo all ddts with 013 on midnight mansion due to the double lanes |
||
| Line 26: | Line 26: | ||
Signal Flare is a cheap and fairly reliable de-camo option. It functions the best on maps with one active lane per round, where its reliability can be further maximized by targeting on a bend near the entrance, but can still be used with active micromanagement on other maps. It does struggle against Round 78's Camo Ceramic clump, which requires micromanagement regardless of the map. | Signal Flare is a cheap and fairly reliable de-camo option. It functions the best on maps with one active lane per round, where its reliability can be further maximized by targeting on a bend near the entrance, but can still be used with active micromanagement on other maps. It does struggle against Round 78's Camo Ceramic clump, which requires micromanagement regardless of the map. | ||
0-2-3 is generally preferred, improving its consistency on all map formats, particularly against Camo Pinks. On a consistent bend, such as the beginning of [[Geared]], 0-1-3 can be enough to reliably decamo DDTs. 1-0-3, while cheaper than 0-2-3, is not very good outside of [[Race (BTD6)|Race]] conditions. | 0-2-3 is generally preferred, improving its consistency on all map formats, particularly against Camo Pinks. On a consistent bend or intersection, such as the beginning of [[Geared]] or the middle of [[Midnight Mansion]], 0-1-3 can be enough to reliably decamo DDTs. 1-0-3, while cheaper than 0-2-3, is not very good outside of [[Race (BTD6)|Race]] conditions. | ||
==Update history== | ==Update history== | ||